ddnet/src/game/server/entities/gun.cpp

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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#include <engine/server.h>
#include <engine/shared/config.h>
#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include <game/server/teams.h>
#include "character.h"
#include "gun.h"
#include "plasma.h"
//////////////////////////////////////////////////
// CGun
//////////////////////////////////////////////////
CGun::CGun(CGameWorld *pGameWorld, vec2 Pos, bool Freeze, bool Explosive, int Layer, int Number) :
CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
{
m_Layer = Layer;
m_Number = Number;
m_LastFire = Server()->Tick();
m_Pos = Pos;
m_EvalTick = Server()->Tick();
m_Freeze = Freeze;
m_Explosive = Explosive;
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GameWorld()->InsertEntity(this);
}
void CGun::Fire()
{
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CCharacter *Ents[MAX_CLIENTS];
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int IdInTeam[MAX_CLIENTS];
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int LenInTeam[MAX_CLIENTS];
for(int i = 0; i < MAX_CLIENTS; i++)
{
IdInTeam[i] = -1;
LenInTeam[i] = 0;
}
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int Num = -1;
Num = GameServer()->m_World.FindEntities(m_Pos, g_Config.m_SvPlasmaRange, (CEntity **)Ents, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
for(int i = 0; i < Num; i++)
{
CCharacter *Target = Ents[i];
//now gun doesn't affect on super
if(Target->Team() == TEAM_SUPER)
continue;
if(m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Target->Team()])
continue;
int res = GameServer()->Collision()->IntersectLine(m_Pos, Target->m_Pos, 0, 0);
if(!res)
{
int Len = length(Target->m_Pos - m_Pos);
if(LenInTeam[Target->Team()] == 0 || LenInTeam[Target->Team()] > Len)
{
LenInTeam[Target->Team()] = Len;
IdInTeam[Target->Team()] = i;
}
}
}
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(IdInTeam[i] != -1)
{
CCharacter *Target = Ents[IdInTeam[i]];
new CPlasma(&GameServer()->m_World, m_Pos, normalize(Target->m_Pos - m_Pos), m_Freeze, m_Explosive, i);
m_LastFire = Server()->Tick();
}
}
for(int i = 0; i < Num; i++)
{
CCharacter *Target = Ents[i];
if(Target->IsAlive() && Target->Teams()->m_Core.GetSolo(Target->GetPlayer()->GetCID()))
{
if(IdInTeam[Target->Team()] != i)
{
int res = GameServer()->Collision()->IntersectLine(m_Pos, Target->m_Pos, 0, 0);
if(!res)
{
new CPlasma(&GameServer()->m_World, m_Pos, normalize(Target->m_Pos - m_Pos), m_Freeze, m_Explosive, Target->Team());
m_LastFire = Server()->Tick();
}
}
}
}
}
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void CGun::Reset()
{
GameServer()->m_World.DestroyEntity(this);
}
void CGun::Tick()
{
if(Server()->Tick() % int(Server()->TickSpeed() * 0.15f) == 0)
{
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int Flags;
m_EvalTick = Server()->Tick();
int index = GameServer()->Collision()->IsMover(m_Pos.x, m_Pos.y, &Flags);
if(index)
{
m_Core = GameServer()->Collision()->CpSpeed(index, Flags);
}
m_Pos += m_Core;
}
if(m_LastFire + Server()->TickSpeed() / g_Config.m_SvPlasmaPerSec <= Server()->Tick())
Fire();
}
void CGun::Snap(int SnappingClient)
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{
if(NetworkClipped(SnappingClient))
return;
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CCharacter *Char = GameServer()->GetPlayerChar(SnappingClient);
if(SnappingClient > -1 && (GameServer()->m_apPlayers[SnappingClient]->GetTeam() == -1 || GameServer()->m_apPlayers[SnappingClient]->IsPaused()) &&
GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID != SPEC_FREEVIEW)
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Char = GameServer()->GetPlayerChar(GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID);
int Tick = (Server()->Tick() % Server()->TickSpeed()) % 11;
if(Char && Char->IsAlive() && (m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()]) && (!Tick))
return;
CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_ID, sizeof(CNetObj_Laser)));
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if(!pObj)
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return;
pObj->m_X = (int)m_Pos.x;
pObj->m_Y = (int)m_Pos.y;
pObj->m_FromX = (int)m_Pos.x;
pObj->m_FromY = (int)m_Pos.y;
pObj->m_StartTick = m_EvalTick;
}